Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Evil GM

Updated Battle Map


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Round 2

I posted that I wanted to move 30 closer to Sargas so as to possibly prevent being flanked and absorb some damage. Guess I'll be underneath?

Blood filled the water around her as the sharks tore into the man she swam beneath. The one who charged directly at the creatures to draw attention from his companions. That was a lot of blood. Positive energy couldn't bring it back in but she could prevent further bleeding. Something is driving these things. But what? I really hope that isn't answered soon.

Channel: 5d6 ⇒ (2, 3, 2, 4, 4) = 15 This should stymy the blood loss.

The earlier move is important because I want to be around E9 right now, below and outside the sharks' AoO range, so the channel gets the survivors too. Maybe a little more health will allow them to aid us.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Any love for the Rogue? Fly? Swim?


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Sargas roars in defiance, bubbles erupting from his mouth along with gouts of blood. Surrounded by sharks, with no sense as to where his new allies are, and determined to not abandon his shipmates, he strikes out again at the same shark.

Vital, Power: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 4d6 + 17 ⇒ (5, 3, 3, 3) + 17 = 31 /2 = 15


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Tail Attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d6 ⇒ 5


Evil GM

[ooc]sorrin - Chell did give you water breathing.[/spoiler]


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin hurtles across the water, trying to reach the nearest shark. As he enters the water, he strikes!

Acrobatics, jump, expert leaper: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31

atk, scimitar, flank, inspired: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32
dmg, scimitar, sneak: 1d6 + 7 + 3d6 + 2 ⇒ (3) + 7 + (3, 5, 3) + 2 = 23


Evil GM

sorrin jumps on the back of the nearest shark flanking Sargas and jabs his rapier deep...with a deep blow.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri spends this round in the air, summoning a creature of the sea to assist them in their fight.

Page For Giant Eel


Evil GM

Initiative Order: RD 2

Sargas
Sorrin
Chell
Bri
Sharks
sahaugin
Astri

RD 2 Map

Sorrin I have you on teh back of a shark that you have injured.
Chell I moved you 25 feet closer on the board.
I moved the jolly a bit closer.


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Sargas continues to lash out at the shark he's attacking.

Attack #1: 1d20 + 14 ⇒ (9) + 14 = 23
Attack #2: 1d20 + 8 ⇒ (14) + 8 = 22
Attack #3 - Tail: 1d20 + 14 ⇒ (3) + 14 = 17
Damage 1: 2d6 + 17 ⇒ (4, 1) + 17 = 22 /2
Damage 2: 2d6 + 17 ⇒ (5, 2) + 17 = 24 /2
Damage 3: 1d6 ⇒ 2


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Active effects: Glibness, water breathing, inspire courage

I like how the map name is Sargas Rescue

Round 1

Astrianna sighs as her means of propulsion leaps off the side of the boat to attack a shark. Well, I'm close enough anyway.

She stays on the jolly and attempts to fill a shark full of arrows from her new bow.

Aiming for Square F13 puts that shark within range for point-blank!

Free action: Maintain Inspire Courage (17/25)

Full-round action: Rapid Shot on Shark F13

longbow #1, point-blank, IC, rapid shot, on deck of jolly: 1d20 + 11 + 1 + 2 - 2 - 4 ⇒ (3) + 11 + 1 + 2 - 2 - 4 = 11

longbow damage #1, point-blank, IC: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8

---------------------------------------

longbow #2, point-blank, IC, rapid shot, on deck of jolly: 1d20 + 11 + 1 + 2 - 2 - 4 ⇒ (7) + 11 + 1 + 2 - 2 - 4 = 15

longbow damage #2, point-blank, IC: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8

----------------------------------------

longbow #3, point-blank, IC, rapid shot, on deck of jolly: 1d20 + 6 + 1 + 2 - 2 - 4 ⇒ (20) + 6 + 1 + 2 - 2 - 4 = 23

longbow damage #3, point-blank, IC: 1d8 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
-------------------------------------------

threat from attack #3: 1d20 + 6 + 1 + 2 - 2 - 4 ⇒ (13) + 6 + 1 + 2 - 2 - 4 = 16

longbow crit: 2d8 + 6 + 2 + 4 ⇒ (5, 7) + 6 + 2 + 4 = 24


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Thought I should point this out. Sorry Astri. Also, What have the sahaugin been doing?

Attacks from Land:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Round 2

Bri will be flying over Soren's head in case she needs to provide him any assistance and then casts her spell for summoning the Giant Moray Eel.

"Hey guys, if you see a giant eel, don't panic! I'm going to summon one to help us fight underwater!"

That should be good enough. I'd hate for my friends to freak out and kill whatever I summon....


Evil GM

The shark that sorrin is standing on is beheaded by Sargas, blood flows in the water.


Evil GM

Astri's arrows deflect in the water, only one hits (I changed it to F12 since F13 is dead). I will say the shark is thrashing on the surface so I'm not doing the AC bonus at this time (underwater rule).

Bri's eel will appear.

Chell make a perception check underwater.


Evil GM

Initiative Order: RD 2

Sargas - killed the injured shark
Sorrin
Chell
Bri - eel appears
Sharks
sahaugin
Astri - arrows.

Updated Map RD 2


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Perception: 1d20 + 14 ⇒ (11) + 14 = 25


Evil GM

Chell:
You see what looks like spellcasting coming from one of the sahaugin (100 ft away), the creature has two body guards about 15 feet away from him. You do not see the others.


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Sargas has already gone this current round, right?


Evil GM
Sargas Hawke wrote:
Sargas has already gone this current round, right?

Correct that is why I update the initiative line during around, showing who has gone and who has not gone.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin moves to attack the injured shark.

atk, scimitar, inspired: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
dmg, scimitar, inspired, half: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

crit, scimitar, inspired: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
dmg, scimitar, inspired, half: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10


Evil GM

Initiative Order: RD 2 update

Sargas - killed the injured shark
Sorrin - attacks the next shark
Chell
Bri - eel appears
Sharks
sahaugin
Astri - arrows.

Chell what are you going to do after you noticed what I placed under the spoiler above? You act before the Sahaugin.


RD 2 Sharks

The injured shark thrashes and attacks sorrin,

bite: 1d20 + 9 ⇒ (12) + 9 = 21;damage: 2d8 + 10 ⇒ (2, 1) + 10 = 13
bleed: 1d6 ⇒ 2

The remaining two attack Sargas,

bite, flank: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15;damage: 2d8 + 10 ⇒ (6, 4) + 10 = 20
bleed: 1d6 ⇒ 5

bite: 1d20 + 9 ⇒ (15) + 9 = 24;damage: 2d8 + 10 ⇒ (5, 8) + 10 = 23
bleed: 1d6 ⇒ 6

The attacks fail but the scent of fresh blood is in the water.

Attack on survivor,

bite: 1d20 + 9 ⇒ (2) + 9 = 11;damage: 2d8 + 10 ⇒ (3, 6) + 10 = 19
bleed: 1d6 ⇒ 5

The last shark darts in to bet at one of the men in tehwater, but he misses.

Updated RD 5 Map


Evil GM

RD 2 Sahaugin

The troops take up a guard position but the caster lets loose a spell, and unholy tingle runs up Sargas' feet, up his spine, and over his head. His muscles begin to tighten up.

DC 17 Will save.

Hold person:

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.

Only Chell has seen what is happening under the water.


Evil GM

Sargas owes a Will save DC 17

Initiative Order: RD 3

Sargas -
Sorrin -
Chell
Bri -
Sharks
sahaugin
Astri -

RD 3 Map


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Will: 1d20 + 3 ⇒ (12) + 3 = 15


Evil GM

Everyone, except Sargas, can make a perception check.

DC 15:
You notice Sargas has stopped moving and talking.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

perception, +3 if hidden/trap: 1d20 + 7 ⇒ (1) + 7 = 8


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin continues to attack the injured shark.

atk1, scimitar, inspired: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
dmg, scimitar, inspired, half: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

atk2, scimitar, inspired: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
dmg, scimitar, inspired, half: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10


Evil GM

Sorrin doesn't notice anything strange but he is preoccupied wiht a shark, which he kills.

Updated RD 3 Map


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Can't fail perception.

Chell covers her vitals with her shield and throws up some mental barriers to attempt to counter whatever spell was going to come her we. But when the feels the energies the Sahuagin caster was building dissipate, she figures out she wasn't the target. A quick look showed Mr. Hawke was no longer moving. That couldn't be good. Chell backs away from the thrashing sharks and focuses her power on the three below. This might be a bad idea but she thought it better they focus on her rather than the others, who seemed unaware of them. Though they would be soon. A bright blue light momentarily illuminates the salty depths as all three sahugin are hit with bolts of lightning.

5ft step back to I16. I think I can do that with a swim speed. Do sharks have reach? Using Stormlord ability as usual.

Concentration to Cast defensively if necessary, +4 for casting underwater DC 21: 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22

Lightning DC 19 ref: 3d6 ⇒ (4, 3, 3) = 10


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri directs her eel to attack the shark in G,10/11 and then she attempts to put the one in E,4/5 to sleep. sleep hex dc 19

I don't usually summon things. Do you do the attack rolls for it, or do i?


Evil GM

Chell:

Great white sharks - 10 foot reach. Natural swim speed, or some special sability, give you 5 foot movement. I know you cast water breathing for Astri and sorrin, but that does not give movement. Your ride the waves spell does give you a natural swim speed and the ability to 5 ft move in an otherwise hazardous environment.

is it one bolt of lightning? These creatures are not lined up where one bolt will hit multiple creatures at one time. Is this the call lightning spell you have on your sheet, if so remember it does not work underwater.

Edit:
In rereading your post it looks like you are using the stormlord ability. I assume you are using three lightning bolts to hit the three sahugains that you see. Note this ability states it functions otherwise like call lightning. Call lightning does not work underwater.

-----
Bri the summoned creatures are yours to control/roll for.

FYI I forgot E:5 is asleep already from bri. I will fix that next map.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

I forgot it works under ground not underwater. Burst of Radiance then.

Damage against evil creatures: 5d4 ⇒ (4, 2, 2, 3, 3) = 14
Rounds Dazzled or Blinded DC 17: 1d4 ⇒ 1


Evil GM

Chell lets her spell go, placing it in a location where she can hit the spellcaster and one of his guards.

Make a SR 25 attempt Chell against the spell caster.

spellcaster, rest bonus: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
The caster shrugs off the effect and

guard: 1d20 + 9 ⇒ (4) + 9 = 13

The guard seems to be blinding wildly.

spells on going:

AC 27
unholy aura = +4 resist bonus AC,saves, SR 25 good
Bear's enduance


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Okay, here is the attack roll for the eel on shark action.

attack roll: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17

The eel will also grab the shark if it is of equal or lesser size. The eel is a Large animal.


Evil GM

The eel hit and tries to grab. roll the d20+cmb vs 24 (it can't be tripped though)


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Shark being attacked by the eel will be considered flanked by Sorrin? SneAK attackable?


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

First instance of Spell Resistance. We've hit the big leagues people.

Caster Check: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 22 So close.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

cmb: 1d20 + 16 ⇒ (1) + 16 = 17


Evil GM
Sorrin the Wayward wrote:
Shark being attacked by the eel will be considered flanked by Sorrin? SneAK attackable?

yes, it is not grabbed as the attempt failed but you will have flanking.


Evil GM

Chell's spell is both a failure and success. It fails against the magic user but it is successful against the magic user's guard.


Evil GM

Initiative Order: RD 3 update

Sargas - held
Sorrin - killed the injured shark
Chell - cast spell: burst of radiance

Bri - eel attacks and injuries on shark, sleeps shark E:4/5 was already asleep so I switched it to the one within your range. I also put the eel where he could attack. Making the best use of resources

Sharks
sahaugin
Astri -

will save sleep: 1d1 + 4 ⇒ (1) + 4 = 5
Failed

Updated RD 3 Map


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

That works for me. I forgot I was successful with that earlier hex.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Baldwin, you rolled 1d1 for the save.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Active effects: Water breathing, glibness, mirror image x6

Round 3

Astrianna notices she is quickly running out of surface targets, and matters in the water have been complicated by Sargas no longer moving.

She sighs- the bard did not want to go back in the water, but it seemed there was no choice. To give herself some defensive ability she casts Mirror image, takes two steps on the jolly and leaps from the bow.

Move action: Jump into water

Standrad Action:Cast Mirror image

mirror image: 1d4 + 3 ⇒ (3) + 3 = 6


Evil GM

will save: 1d20 + 5 ⇒ (10) + 5 = 15
*He still failed.


Evil GM

RD 3: Shark

The shark bites,

1 sargas, 2 chell, 3 eel: 1d3 ⇒ 1

The shark tries to latch onto the helpless mantaman floating on the surface.

bite, helpless: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29;damage: 2d8 + 10 ⇒ (2, 8) + 10 = 20
bleed: 1d6 ⇒ 3

*You get a new will save on your turn.

Blood flows rich.

Hold person is Paralyzed:

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Helpless:

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target).


Evil GM

RD 3: Sahaguin

Gathering their injured guard, the creatures move away quickly, the spellcaster creates an inky plume obscuring vision between the surface creatures and themselves.

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Welcome! I'm currently concluding a long running Council of Thieves campaign.

COT Link

I took an AP from Book 1 through book 6 on this board, and you can see there were over 26,000 posts in the game thread.

The Rappan Athuk campaign game that I run is very active and likewise a fun game for the players and DM.

RA Link

I'm providing this information so you, as a potential player, know that you are getting a GM that is committed, consistent and reliable.

I'm currently gathering an interest check in running a Razor Coast Campaign. I would be looking for 5-7 players, although I already have at least one or two potential players.

A little bit about Razor Coast:

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.

Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.

Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.

Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.

- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers

-------------------
I'm not looking for builds yet - as I'm gaining interest first - but two classes that I know I will not permit are alchemist and summoner. If guns are permitted they will be rare, so keep that in mind.

I'm sure most will have build questions, my thoughts are to begin at level 4 with a pre-adventure. This will be a homebrew beginning. I'm not really looking for builds, just interest right now. I will post more on the beginning build stats after I gain interest (if there is interest).

The plot of Razor Coast is non-linear, but the campaign has a trajectory because its major villains work hard to drive sinister plans to fruition. That being said this is a sandboxy type of campaign that can go in many directions. This works perfectly with my DM'ng style.


I've been excited about The Razor Coast since it was first announced so many years ago, but never did pick it up when the Kickstarter launched. I think I'd love playing in that setting!

As for me as a player, I've played a few PbPs before (though not on this site), and I have a couple ideas for characters that I've been wanting to use for some time (e.g. naieve halfling fighter with a heart of gold), but before I start working on a concept to submit for approval, do you have any tips for the kind of personalities, traits, or even themes to touch upon that would fit in this game?

Liberty's Edge

I'd definitely be interested in playing. Love the pirate and Lovecraftian themes.


You had me at fickle gods. I really enjoy jungle/island setting. Moreover, I really like the implication of mystery and things beyond mortal kin. What can you tell me about the gods of the razor coast or its unfathomable creatures?


This game is going to be sandboxy, so I'm not 100% certain on the personalities, traits and themes right now. The players will be at the core.

I don't really have alignment restrictions but I do require the players to play well together. The RA campaign that I run is a good example where I have a CN player who believes in the power of magic over the power of the gods. He is surrounded by a paladin and LG cleric. There is an underlying in-game tension, but they all RP it well and to no player's detriment. I've even taken a player on a complete side mission (several weeks in length) while the rest of the players pushed along the campaign arc.

I like balanced characters over optimized character. However, that being said I have several awesome builds in my current games that are pretty optimized, but the key distinction is they are all excellent roleplayers.

At the core I like RPs. I don't like a bunch of dice roll only posts.


Ixos wrote:
You had me at fickle gods. I really enjoy jungle/island setting. Moreover, I really like the implication of mystery and things beyond mortal kin. What can you tell me about the gods of the razor coast or its unfathomable creatures?

As far as the fickle Gods are concerned I'm thinking of sticking (converting to) the gods in pathfinder. I'll provide notice if this becomes an issue.

As to the "unfathomable creatures" I will let your imagination run wild...


Given that there are Lovecraftian gods in Pathfinder, would this be a good place to explore that? I've been thinking it would be interesting to play a priest of Yog-Sothoth who is interested in keeping the squamous things out, since Yog-Sothoth is the key and the guardian of the gate. Or maybe a witch doctor of some sort. . . This sort of setting is rather exciting.


I'd be interested, had several of my games fizzle lately (that I play in, not run). In general I usually RP well, sometimes I paint myself in a corner with specific characters, but I try not to. :)

You can see my posting stats if you're curious. I rarely run AP's, usually home brew. But I've played in several obviously.


I'd be tentatively interested, but from glancing at your CoT game it appears you don't use maps in combat. Is that correct?


I use maptools and dropbox. I usually place a map at the top of the round and several updates though out the round. I post my maps in the game thread.


Great! How do you feel about a merman synthesist summoner, who uses his eidolon shell to create land legs? He's kind of a wise cracking pirate, but only in the mercenary sense. He's not really evil. He's seen a lot of fighting though, so he has a drinking problem to help deal with all the messed up stuff he's seen/been through.

Edit: Went back and read the OP in more detail. Guess summoner's out. I'll need to think about an alternate concept then.

Edit edit: Since you're not looking for builds yet anyway, I suppose that's a good thing. I'm definitely interested though. Especially considering that you're one of the rare people who has more total posts than me. I'll be dedicated poster, and you know I'm not kidding as I'm DMing six active PBPs at the moment and have 17k posts to my name.


Consider me interested! Looking forward to hearing more about your homebrew ideas for the campaign and house rules.

Edit: The fact you use maptools makes me happy.


dotting for interest. What are the character types of the players you already have? I don't have a PC to offer yet but maybe the concepts I have can fill up the gaps.


DFang wrote:
dotting for interest. What are the character types of the players you already have? I don't have a PC to offer yet but maybe the concepts I have can fill up the gaps.

I don't have any character types just players from my other games. It is still wide open.


Hello. (^_^)

Dotting for interest...

I also have pretty much all the Razor Coast books.

I would love to have some where to use them. :)


Interest! Always up for swashbucklery fun...


Sounds very interesting :)


Dotting for interest-

Have The Razor Coast book.
Was thinking something Druid-ey, with a Sea Gull animal companion.


Dotting for interest. Will have a more thorough response for you once sufficient interest has been shown.

Grand Lodge

i will also dot my interest.

as you can check out i run one game and is a reliable poster in all the game i participate...


A couple different out of state moves later and I am feeling settled enough to start playing again. So dotting for interest since I'm sure your game will be great. :)


Lucrezia Villanova wrote:
A couple different out of state moves later and I am feeling settled enough to start playing again. So dotting for interest since I'm sure your game will be great. :)

It's good to see you back on the boards. :-)

The COT game is at the final battle, you should drop in and say high I still have two original players.

Dark Archive

Interested, although I'd like to know more about build options.


As for character concepts, I have a Wyrwood Sorcerer I made for an exploration game that fizzled after 2 weeks when the GM vanished on me. He's an interesting character, and I'd like to play him again. I think he might work well.

The original premise for him was he's a golem that was made to be a helper for exploration. But he was accidently made with the wrong control crystals, and ended up being sentient and a sorcerer. I could see him having been sent as part of a colony attempt.

One thing I'd liked about it was the GM was ok with him incorporating his equipment into his body (MW Lockpicks that slid out of his fingers and ice skates that descended out of his feet on need). Not sure if you'd be ok with that. He's level 1, so I'd need to level him up to 4. But if you are ok with a wyrwood, I think you'll find him amusing and also a decent character.


Certainly interested. I love these sort of games.

Scarab Sages

I haven't had an opportunity to play any 3PP yet, but I have been getting a lot more interseted in them. This one sounds really interesting and I would definitely like to express some interest. Especially for a more sandboxy style game!


Add me to the list of certainly interested.


I had a look at the material, and I'm interested, but I have some questions:

-Would we be "civilization", as it clings to the Coast? Will we be from Port Shaw, or recently arrived?

-What is the initial theme you have in mind (bringing civilization to the heathen; stripping the place of its natural resources; exploring and documenting tribes, beliefs and customs; random backgrounds caught in the same situation) that would bring players together?

Sounds fun, but knowing me, I'll need some time and some background info to think of a character, let alone stat him or her!

Thanks!


Hello all. I have been in Baldwin's COT game since the start and will be submitting for this.

Let me assure you there is no better DM I have encountered on these boards, both for maps and story telling.


Dotting for interest. I've had a character concept kicking around my head for a little while now that would work as a barbarian or brawler. I've also had another concept based around a saltbeard dwarf diviner that may work depending on campaign setup.

Would you be accepting ACG characters?


To answer a few of the posts and give a little bit of flavor to the setting.

Everyone will begin together aboard a ship that is heading from Golarion to the Razor Coast. You don't need to know each other well, some will be passengers, others adventurers, or crew. Events will unfold that will provide a solid link.

As far as your purpose going to the RC or theme that will play out and will be player driven. I'm very adaptable as a DM. I will state this: Do not expect this campaign to play out as written; I will add tons of personal touches, side stories and arcs to this campaign.

A concern usually arises when playing a 3PP game is how much of the 3PP material do the players have access to. I'm not one to suggest or require players to purchase outside material. The players guide is known as: Razor Coast—Freebooter's Guide (PFRPG), if you don't own it don't sweat it. I don't own it and I'm not certain that I will use it.

My question to those interested is who already owns: Razor Coast—Freebooter's Guide (PFRPG)? Again please don't go running out to get this if you do not own it.

I obviously own the campaign setting and I also own Fire as She Bears!

------
I'm still gauging interest and I'll post more about build options soon enough.

Dark Archive

I have it, as well as Razor Coast CS, Fire as She Bears and Heart of the Razor.

If allowed, I'd like to play Catfolk or similar race Paladin. I already have a character and I think that Ferran race from the Thunderscape CS would be ideal for this character. Here is the basic concept.

Num-Rah:
Num-Rah is just a bit under 7 feet tall and 250 lbs heavy mountain of muscle. His broad back is straight as a spear and he carries his heavy backpack and strange-looking great sword as lightly as feathers. Num-Rah's pelt and mane are whiter than a fresh snow and eyes blue as waters of a mountain lake burn with quiet intensity. Num-Rah speaks but rarely. When he does, his voice is deep and rich. In a sheet across his back rests a strange sword, as large as a greatsword, but single-edged and with a handle made from carved bone of some large beast. By his right arm there's another strange weapon. Similar to long sword in size, this is obviously a weapon made for
both chopping and stabbing, but with an inward-curved blade and wider end section.

Num-Rah was at the height of the summer, to a mother of Mátamelcan caste and unknown father. His white pelt and pale blue eyes marked him as obviously unsuited for anything else but to day under the harsh sun. The elders of her caste pressured her to do just that - to leave the cub to the vultures and gnolls outside the city walls.

She refused.

Instead, she prayed to the High Ones, to the creators. To the skies above and the Sun and the Moon - and someone answered.

Num-Rah has grown to be the tallest and strongest of his caste. In time, he sought to better himself, realizing that he has the potential for something greater than a common laborer. He passed through many tests and tribulations, but his innate sense of honor guided him towards his goal - to become the warrior, to protect his people, to give worth to his mother's sacrifice and strength of will. She passed away the day he became the member of warrior caste, happy to see her white cub tall and proud.

Num-Rah is defined not by his great strength or martial proves, but by his sense of honor. Although he has risen from the lowest of castes, he never sought out to throw down his betters, but to improve himself. He demands of himself to be the best that he can be and to never stray from the path of honor - and he demands nothing less from the others. He realizes that the laws of the ancestors kept his people alive when the High Ones disappeared and that the most people want stability. Therefore, he has no tolerance to those who act without honor. He understand that sometimes the laws are flawed, but tries to be guided by the honor that his mother has shown when she decided not to obey the elders. It may be lawful to leave the cubs to die, but it brings shame and dishonor. In time, he became known as the strictest but fairest of the Belegohtar and gained the title of Tyil-Belegohtar. Cubs and young males also call him Clawmaster, because he has mastered the use of great two-handed curved blades left by the High Ones. On the day he became Tyil-Belegohtar, he went to meditate in the caves on the mountaintop above his city and came down bearing a beautiful set of curved silvery blades with edges on the inner curves. The blades were marked with a flowing letters of the tongue of High Ones. He called them Dreadclaw and Smallclaw.

At some point, Num-Rah went on a pilgrimage to the holy sites across the land. That is when he encountered the Black Ones and his nostrils were filled with a stench of their evil. He encountered their patrol as they were burning a village of gnols. When he approached, he saw that all the adults were dead and the Black Ones are killing cubs. He roared and attacked, flashing with Dreadclaw and tearing the enemy to pieces. But they were to many of them. At the end, he prevailed, but only one gnoll cub was saved. Not knowing what to do with the frightened and snarling cub of his people's enemies, he went to look for a tribe that would accept the little one. And that's how destiny found him...


Dot of Interest! I want to see where this goes.


baldwin the merciful wrote:

To answer a few of the posts and give a little bit of flavor to the setting.

Everyone will begin together aboard a ship that is heading from Golarion to the Razor Coast. You don't need to know each other well, some will be passengers, others adventurers, or crew. Events will unfold that will provide a solid link.

As far as your purpose going to the RC or theme that will play out and will be player driven. I'm very adaptable as a DM. I will state this: Do not expect this campaign to play out as written; I will add tons of personal touches, side stories and arcs to this campaign.

A concern usually arises when playing a 3PP game is how much of how much of the 3PP material do the players have access to. I'm not one to suggest or require players to purchase outside material. The players guide is known as: Razor Coast—Freebooter's Guide (PFRPG), if you don't own it don't sweat it. I don't own it and I'm not certain that I will use it.

My question to those interested is who already owns: Razor Coast—Freebooter's Guide (PFRPG)? Again please don't go running out to get this if you do not own it.

I obviously own the campaign setting and I also own Fire as She Bears!

------
I'm still gauging interest and I'll post more about build options soon enough.

Thanks! This is helpful, but then I have more questions ;p

-So we're on board the ship for various reasons, which opens up numerous backgrounds. But what is it that made each of us singled out and motivated? A form of greed (for knowledge, gold, power, etc.)? The Common Good? Surviving? Obeying orders for a cause? For a person?

I hope I'm clear. For example, if I'm preparing a character for Wrath of the Righteous, I kind of know what kind of motivation will help the character link to the story. I don't know The Razor coast enough for now.

You can also just say: "Don't worry." and I won't.

Thanks.


1 person marked this as a favorite.

Don't have the RC setting or player's guide. Sorry.

I actually prefer that, personally, as I'm not tempted to look up things. :)

Grand Lodge

I also do not have that book


@ Dreaming Warforged and others

Your personal motivations of why you boarded the ship to head to a strange land is your own. I will eventually provide some rumors and information that could entice a character to get aboard.

For some, perhaps, they are already working on the ship or seeking employment. Others could be looking to bring civilization to the heathens, while some will be adventurers seeking riches and glory. Then again, maybe someone is running from the law or their past. The common denominator is everyone is on board at the time the events unfold.


Will any large parts of the game be taking place on/in the water?


I also own none of the RC books. I kind of prefer it that way, going in fresh.


I cannot help but laugh at the Num-rah name. :)

Perhaps this will finally be a good game to try out my Changeling concept in :)


This sounds interesting and would be the perfect setting for a crit fisher build I have had in mind for a while. Most likely he be on the ship in chains, exiled to the Razor Coast or running from crimes. Unfortunately I made him in DND 3.5 using Tome of Battle. Its unfortunate Pathfinder didn't add and update that book to their own growing list. If you see fit to allow that book though I would be eternally grateful. Is this going to be a jungle run or mostly aboard ships or both?

Scarab Sages

Do not have any of the books myself.


@ Zayne, Jelani and others: There will be large chunks run on/in the water, the jungle and Port Shaw.

@ Zayne: I'm not inclined to bring in 3.5 Tome of Battles.


Dotting for interest.

I don't own any of the books either.

Dark Archive

Num-rah was originally a paladin, but I can envision him as a ranger with headhunter archetype. I have other ideas, but a lot depends on stats. Will we do point-buy or roll, and what point-buy value?

The Exchange

Interested with no RC books.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm interested in this campaign.

My character idea is loosely a bodyguard type. Maybe he would be a bodyguard/partner to one of the other PCs, or maybe he's looking for work.

Crunchy summary:

Crunch-wise it looks like several levels in Monk (Sensei archetype, most likely, for WIS-to-attack rolls), a level or 2 in Magus (Kensai archetype, for weapon focus, int-to-AC, and extra attacks via Arcane Mark-Spellstrike), but his main class would be something else--maybe Inquisitor if he's bodyguarding a Divine type, or maybe Ranger (Witchguard archetype) if he's guarding a Witch or other Arcane, or maybe just a Fighter archetype.

Unfortunately, this is more than a little bit MAD, so it may be difficult to pull off without the right rolls or a high enough point buy.

My backstory ideas are vague, but it makes sense that I would be flexible as I will probably be the lifelong bodyguard of one of the other PCs.

I have no RC books.

Liberty's Edge

I have two characters who, I believe, could fit in this campaign. I would be content to play either, depending on party dynamics.

The first is a human male archaeologist bard who specializes in artifacts and ruins related to the Elder and Outer Gods of the Far Realm, as Lovecraft put it. He is a bit obsessed with his research, and less concerned with its impact on his safety and sanity.

The second is a female human rogue who makes a living picking pockets and scamming the rich and lecherous. She was in a Skulls and Shackles campaign that recently hit a reef, and was a lot of fun to play.

Dark Archive

Interested - mostly with an arcane build of some sort, probably a witch as I truly love the flavor of the class (and an unknown patron might fit in well with Lovecraftian mechanisms.)

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